Softbody dynamics with mparticles in 3ds max 2014

Posted by Johannes Tiner 10 months ago

Let’s see how we can make some softbody dynamics with mParticles inside of 3ds max 2014. It’s useful for so many things and once you get the softbody going it’s not hard to get the metal denting happening. It’s easy to do and i know you want to learn how to do it!

What we will cover in this 3ds max mParticles tutorial

  • The Glue operator
  • Basic rules
  • Physics
softbody-screen

Softbody dynamics is not for softies

Softbody dynamic is an awesome effect and works for most things. Try it out for yourself. Maybe adding it to some 3d text? just remember to have enough detail on your geometry. Pro tip incoming – Getting this effect to your 3d text requires you to quadify your mesh with the Quadify Mesh modifier (unless you want to actually model you text) since the front and back of your text can’t be deformed otherwise.

Get your softbody hard

Why not try to get your 3d model to act like metal, give it a try, it’s not as hard as you might think. Wisdom words incoming – By trying out for yourself you’ll learn so much more, you could say that failing is winning when it comes to learning. Once you get the desired look, you have learned so much more than what you would have if just following instructions. Post your results people! Rock on!

  1. ershad

    hey u are awesome dude…..!

    1. Right back at’cha ;)

  2. Hmd

    That’s Breliant … Thank You JOHANNES

    1. Well thank you my good sir.

  3. Chad Smith

    Thanks you sir! Great stuff!

    1. Thanks Chad, my heart is now a couple of degrees warmer ;)
      I checked out your website, looks awesome, good stuff!

  4. AVD

    Awesome tutorial!
    It’d be cool to see a follow up showing how to attach the soft bodies to animated objects and other ways to make use of them. I tried messing around with Lock/Bond together with Position Object, but it just kind of explodes when I try to use them together even though the help file says it should work. :\

    1. Hey there!
      You can skip the Lock/bond and instead add an mPSwitch before the world and check the position and rotation (if you have any). This will tell pflow that you want physics but also obey your keyframes or whatever else none physics you got going on.

      And don’t forget to check the animated object, subframe sampling and the lock on emitter in the Position Object.

      And i shall keep this in mind for a future tutorial :)

      Here is a quick setup you can look at
      Phys with Keyframes

      1. AVD

        Wow! Thanks, Johannes! I’ll check it out as soon as I get home!

      2. AVD

        Finally got to check the file out. It’s doing exactly what I wanted! One problem though, it only works once for me.
        I open the file and hit play, the sphere moves and deforms against the boxes. It’s perfect! Hit play again and the deformations stop working. The sphere animates but doesn’t deform. It does this no matter how many times I open the file.
        Ever seen that happen before?
        Anyway, hanks again for the sample (and all the tutorials). I’ll study it to see how you set it up. :)

      3. Sounds good :)
        You have to create a new driver in the mP World for it to work, never thought about that before since i usually cache my simulations.

  5. Chris

    Hi ,how you doing ?
    I really like your video , its a great tutorial.
    Thanks for sharing all info’s.

    I am using 3ds max 2012 and doesn’t have the ”mp clue” .
    How can I import the ”mp clue” in particle view window ?
    I am looking forward to hearing from you soon.

    Thanks

    1. Hey there
      You then need to get Orbaz Box#2. Orbaz website

  6. Yahiya

    hello! that was absolutely amazing, I saw the comments to see if someone asked my question.. well I’m not really that good in particles and my question is.. can we bake the animation of the object into key frames?
    thank you very much for sharing your knowledge!

    1. Hey!
      To get keyframes you would have to mesh it with something like Xmesh I’m sure there are some free alternatives on scriptspot.com :)

  7. Atz

    hello tnx for the awesome tutorial but i have a problem
    i can’t get it completely binded no matter how much i change the bind distance, any idea why? heres a pic http://prntscr.com/467lnr
    thanks

    1. If you can, send the file over via dropbox or similar so I can check it out for ya.

      1. Okey so i had a look. They are binding but you need to select “Vertices All” in your position object because right now the particles are just spread out randomly. After that you need to up the “Max Binds p/Particle” in your mP Glue to 6 instead of 4.

        After that your pretty much good to go, ju can adjust the “Subframe Factor” in your mP World to make it softer/harder.

  8. Atz

    tnx alot

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